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Posts
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Everything posted by Phalanx
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I agree! I was just wondering if that was intentional. EDIT: It's amusing though, to watch the Seleucid Petra spam them like they're the best thing since sliced bread!
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Soo... We (Lion.Kanzen and I) discussed this in a different thread, and I think it would be an awesome idea.
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You could theoretically do it right? Velites, then Hastati, the Extrordanarii, the Triarii?
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Like, a passive dissapation of Xp while not in combat? Those are my thoughts exactly. For the duration of a vet unit being tasked on a resource, it slowly loses Xp and levels. Once it stops resourcing, the Xp dissipation stops, and stabilizes. This way, an elite unit that is set to guard stays elite.
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I believe it was made default for this alpha to players obviously knew it was an option. Only exploratory players would have found it otherwise.
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My bad. The modern problem that combat vets are facing. How its hard to integrate back into society. This game hints at that by making veteran and elite units slower at "civilian" duties. Just something interesting I noted.
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I found that just capturing the CC works best, because realistically,in real life, once you capture a building in an enemy's town, then leave it without leaving troops behind, you effectively lose it. Just capture the CC, and the entire town collapses (I think that needs to be changed. Conversion not destruction). And I generally dont use seige for the above mentions. If you do, protect then with an exclusive group of infantry.
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Has anybody else realized how dark and symbolic the unit xp/resource gathering trade off is?
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In combat. The four lines of combat cycling.
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But was the building itself garrisoned?
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I wanted to ask here before creating a ticket, but is there a reason the Militia Cav cant get experience?
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I've been looking at it, and I wonder what a match would be like with three phalangite units.... It be kinda fun....
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Had anybody managed to do a successful Triple Acies yet?
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In defence of all those members who are coming up with these threads and conversations regarding gameplay (myself included), while it is probably unrealistic to see these changes implemented anytime soonTM, we can still come up with ideas to streamline the gameplay balancing in Beta, and give the devs a reservoir of ideas when the time comes. And none of us non-programmers really have the smarts to discuss big programming stuff..
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I love the idea! But doesnt the Juggernaut or whatever uts called, (really big boat) count as a second champ. The Ptolomies are designed to be an "average" infantry faction. But if the forum vets want to ignore that, then great! I personally think the Ptolomies are sub-average infantry, and this would help.
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Mais, there needs to be a balancing factor. C-S units level are balanced by the fact that they become worse gatherers. Maybe if the base stats of the champs are nerfed, and they gain exp a lot slower than their C-S counterparts.... That might work...
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I definately agree, naval stuffs needs to be worked on, but with the current state of the pathfinder, that'll be a tad difficult.
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You could use it in your own custom scenarios, if it is still in the game files (probably is somewhere)
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Because we dont have any good hero names for such factions. If you would like to help, that'd be amazing!
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Its a very intriguing idea, but then it would have to be implemented to all factions, as all factions got inspiration from religious statues. I believe it's a unique for the Iberians, and one that they definately need.
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A few small tweaks which would balance out some Civilizations
Phalanx replied to Mr.Monkey's topic in General Discussion
Well, it means that it costs a lot more to create units, which in this game, are the villagers. It'd be the equivelent in AoE of having to pay food and say wood for a villager. The earlygame is already slow, but that would reduce the game to an agonizing crawl early game. -
Oh. Very well then.
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Well, I wasn't quite thinking of gameplay, but of factions.
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Okay, so I know that this is not priority, but (just a light suggestion, I'm not trying to be pesky) could it be possible to assemble a few community members into a team dedicated to balancing the factions around the already specified strength and weakness guidelines? As I said, it's not priority now, but it might be nice to have the balancing changes already laid out for implementation once the engine is done.